The Galaxy Nexus (formerly referred to as the Nexus Prime) carries on the Nexus torch in spectacular fashion, and we've just spent a few quality moments with one here at the launch event. Design-wise, it's clear that the Nexus S DNA is here, though the rear reminds us most of the Galaxy S II. Those who abhor physical buttons will also be delighted, and while we'd gotten used to the whole Power + Home for a screenshot on the GSII, Power + Volume Down works just fine on this fellow.......
PSHax member - Google has taken the stage in Hong Kong to make the next version of Android OS, nicknamed Ice Cream Sandwich, a thing of reality. Better known as Android 4.0, the update offers a massive redesign to the user interface and adds a plethora of new features. Some of the highlights include an NFC-enabled feature called Android Beam, offline search in Gmail, new lock screen features and a fancy unlocking method called "Face Unlock," which uses facial recognition to ensure strangers can't use your phone without permission. Ice Cream Sandwich also includes enhancements in.....
Mutricy mentioned that while the company's new flagship device was designed for Gingerbread, plans have been set to introduce the latest version of Android in the start of 2012, with a more precise date naturally on its way. Given past experience, however, it's probable that the unbranded version of the device will get the refresh ahead of the Droid RAZR on Verizon, so US users may need to exercise a wee bit of patience here. Regardless, it's time for the competition to step up......
Hark! The first renders of the HTC Rezound have appeared online, thanks to some of the device's cases going up for pre-order. You can see that, like the Sensation XE, the phone has red-glowing soft keys -- a bit of a departure from HTC's traditionally conservative design language. If you recall, the phone formerly called Vigor is said to have a 4.3-inch screen, a dual-core 1.5GHz processor, 1GB RAM, Beats Audio and an 8MP rear camera.....
Glitch64 SVN r248 is released. GlideHQ is a realtime texture enhancer library with hi-resolution texture pack support for Glide64. Glitch64 is the recommended Glide3x wrapper for Glide64, the Glide video plugin for N64 emulators. It currently supports S3TC texture compression, anisotropic filtering, widescreen resolutions and simulates almost all the Glide3x hardware capabilities used by the plugin, included texture buffer capability (needed for render to texture). It is coded using the OpenGL API and uses GLSL shaders.
Traditional and non-traditional techniques have been used to achieve speed and high image quality even on a 9 year old 3Dfx Voodoo2. Although the 3Dfx Glide3x texture format naming conventions are used, the library can be expanded for generic use. The library supports 6 enhancers and 6 image filters. FXT1 and S3TC texture compression are supported.
N64oid is the very famous Nintendo 64 emulator optimized for Android. It is a port of Mupen64plus, along with Ari64's ARM dynarec (and gles2N64 as an option).
* Run most games smoothly at a reasonable speed (if not full speed) with sound. This requires you have a high-end device (Nexus-S, Galaxy-S, Xoom, etc).
* Good game compatibility compared to other N64 emulators running on mobile devices. And most likely more issues will be fixed in future updates.
* Save/load game states at ANY points, as well as in-game save support. Save files are fully compatible with Mupen64plus on PC.
* A configurable, translucent on-screen keypad that is very easy to use.
* Key mappings to map game keys to hardware buttons.
* Option to use the G-sensor as the analog stick.
* A variety of settings that you can tune on your needs.
*System requirement*
- Android 2.0 or above
- ARMv7 compatible CPU
- OpenGL-ES 2.0
*NOTE*: Save files generated by v1.1.4 are no longer supported. Sorry!
*CREDITS*:
- Mupen64plus team
- Ari64 for his excellent ARM dynarec
- gles2N64 project team
- Crualfoxhound for beta testing (Plus he's always been ready to answer questions on the forum)
DaedalusX64 SVN r690 is released. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.
DaedalusX64 SVN Changelog:
r688
[=>] Merged from Dev branch:
Rev 202 - Salvy
[!] Reworked Viewport codebase (WIP)
Rev 203 - Salvy
[!} Workaround for MM crashing with Memory Access opt
[!] More work for viewport codebase (less hacky than my previous attempt)
Rev 204 - Salvy
[-] Small error from last commit..
Rev 205 - Salvy
[+] Added hack to work around the wrapping issues we have in Zelda [can't think a proper way to handle this :(]
[+] Ucodedef for SetOthermode
Rev 206 - Salvy
[+] Unlocked extra memory for all psps, except phat of course (note : if using a loader, make sure is supported)
[!] Silly mistake from last commit
[~] Move mem access opt to advance settings
[+] Added info for mem access in crash dump
Rev 207 - Salvy
[+] Rewrote how we generate cic codes (code is 90% smaller now)
[!] Frameskip HandleEndOfFrame
[~} Small change when set the flag to unlock the extra mem
[~] Some cleaning in frameskip options
r689
[=>] Merged from Dev branch:
Rev 208 - Corn
[!] Fix for Conker_Tri4
Rev 209 - Salvy
[!] Reverted changes from last commit (was causing Conker to keep reloading its ucode)
[~} Some clean ups to ROMImage.cpp
[~] Small optimization to DLParser_RDPHalf1_GoldenEye (saved around 12 ops)
[!] Implemented correctly DLParser_TexRect_Last_Legion (fixes BSOD in sub menus)
[!] Fixed bug I introduced when viewport not being changed in some occasions
Rev 210 - Corn
[-] Removed sm64 unneeded blendmode
[-] Removed leftover printouts
[-] Reverted change that made compiling fail if only DEBUG_DLIST and CONSOLE are defined
[+] Added back struct for Conker_tri4 as option (with more optimizations)
Rev 211 - Corn
[!] Reverted change devs-revs 130 causing PHAT to run out of memory when pressing home button
r690
[=>] Merged from Dev branch:
Rev 212 - Salvy
[!] Speculative bug fix that caused to keep rehashing Conker's ucode
[!] Fixed bug that caused viewport to to be override if it didn't changed
[!] Made if viewport changed check less hacky and cheaper
Rev 213 - Salvy
[-] Forgot to delete some debug code..
Rev 214 - Salvy
[!] Fixed clean scene no longer working in Mario Party and other games
[!] Simplified texture filter
[!] Checked if viewport changed earlier
Rev 215 - Corn
[+] Made CPU rendering compatible with VFPU rendering (insert-matrix and ENV MAP)
[!] Rearranged Clip_tri_to_frustum and made CPU and VFPU versions accessible
Note: CPU->Clip_tri_to_frustum is broken and has been so for quite some time.
Rev 216 - Corn
[!] Removed "feature" that allowed to swap home with select button (no longer needed)
[+] added more comments and removed legacy debug code from ucode detector
[+] Spread randomly cache ucode entries if we hit max of entries allowed
Project64k v0.19 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network. This Nintendo 64 emulator can enable user to play Nintendo 64 games multiplayer online via Kailera Network. Let's read the changes:
New
- Entirely new Menu (This fixes the menu text errors)
1964mod is a N64 emulator using the codes from original 1964 by Schibo & Rice.
It is not created as a replacement to the original 1964 emulator.
Hopefully, its enhancement will benefit people who loves the original 1964.
Author Notes:
1964mod is currently at an early stage of experimentation & development.
It is used as a learning platform to improve my programming knowledge and skills.
It's just a matter of time when Android user to enjoy Nintendo 64 game on their Android Device. Still a lot of job to be done. Of course it will be not perfect at this moment. But take a look at DaedalusX64 a Nintendo 64 for PSP nowadays. Nothing impossible :)
Here's what paulscode say's
Having been out of the emulation scene for a few years, I recently decided to play some of my old N64 ROMs. I went with Mupen64Plus 1.99.3 for the emulator, and I was so impressed with the program that I had to dig around in the source code. I really like the modular nature of this library - it is perfectly structured to facilitate porting to new systems.
I've decided to take a crack at porting it to Android, using the NDK (so I can use native c/c++ directly rather than having to translate the entire project into Java). I realize that current devices are probably not at a level to run N64 emulation smoothly yet, but by the time I finish the port, who knows?
I'll be using pelya's Android SDL port, which doesn't require the target device to be rooted (allowing for easy distribution through the Android Market and avoiding any licensing/warranty concerns that can come with rooting). My initial challenge is translating the Makefiles used by the Mupen64Plus source into NDK-speak (I'm rather new to the whole Makefile concept, so it will be a bit of an initial learning curve). I'll post my progress on this project here. Comments and suggestions are welcome. Also, if anyone else is already working on an Android port of Mupen64Plus, I'd be happy to collaborate.
Official DaedalusX64 BETA 3 released. This version is a must update if you are playing emulating N64 game on your PSP right now. This version have a lot of changes from many skilled developers. High compatibility, mnore fixes and more speed. Enjoy playing N64 on go.
DaedalusX64 BETA 3 CHANGELOG
# Corn:
* Screen zoom (up to 150%) to get rid of black borders
* Show patch progress instead of black screen while patching (Corn/Salvy)
* Optimization/Speed-up in Dynarec/Loop Opt. and simplified the Fragment Cache Hash
* Z-fighting Fixed
* Faster D-list processing for a speed-up
* Faster N64 Fixed Point Matrix loading and other optimizations in rendering
* Added option to use Cover-Flow or Classic GUI
* Added battery info in pause menu (Salvy/psppwner300/Corn)
* 64 SaveState slots (psppwner300/Corn)
* New faster Double Display List processing
* 16bit screen rendering (Using dithering for smoother colors)
* Missing HUD(heart) fixed in OoT/MM
* Faster texture check/hash
* Faster audio conversion code and optimizations, fixed left/right sound swap
* New DMA transfer mode using VFPU
* Frame-rate limiter no longer stalls CPU
* Added more patches in OSHLE GU function library using VFPU
* Added Auto Frame Skip 1 & 2
* Added hacks for Wonder Project J2, SM64 stars blend, Kirby 64 in DLParser_S2DEX_Bg1cyc & copy
* Hack for alternative TLUT (MM, SSV, Animal Crossing, Sin and Punishment(Tsumi to Batsu) & Flying Dragon)
* Hack for Wipeout, F-Zero and RR64 to proper Z-buffer rendering of geometry
* When N64 uses Average as texture filter we do Bi-linear on PSP (Smooths Gex 3 and others textures properly)
* Fixed Model-view matrices for Gex games to render properly
* Added Blend Explorer now takes a selection from Combiner Explorer to test blends in real-time
* Set Prim Depth works -> SSV, Road Rash, Glover, Rayman 2, Donald Duck
* Insert Matrix works -> Kirby enemies and SSB animation
* Force Matrix works -> Tarzan, Donald duck, Rayman2 and Star Wars Episode I – Racer
* Proper texture loading -> F-Zero, Flying dragon (menus)
# Salvy:
* New home button library (works on newer FW’s 6XX + button wrapper for easy usage)
* New blender using a 16bit hash
* Generic blend-mode (handles over 70% of all inexact blends)
* Reworked COP1 Unusable Exceptions ( Increased compatibility greatly )
* Added support for uCode tables and uCode definitions
* Added a more robust and faster uCode cache (All used uCodes are retained, to avoid unnecessary hashin
g)
* Reworked uCode detection (faster, and fixed several annoying bugs)
* Simplified greatly interrupts
* Implemented AI OS functions, also several fixes and optimizations throughout OSHLE
* Updated Audio code base to latest Azimer’s plug-in (Salvy/Corn)
* Implemented several custom uCodes (Conker, GE sky etc)
* Recursive deletion + Reset settings/oshle cache
* Deprecated RSP LLE emulation from PSP build
* Properly transfer palettes to Video Memory after loading texture (Fixes annoying spots)
* Added Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
* Fixed memory region 0xA500 0xA5FF (Pokemon Stadium 1 and F-Zero(U) boot now)
* Panic Button -> L-TRIG + R-TRIG + START pressed for 2 sec (Salvy/Corn)
* Add compatibility for using gprof for profiling
# Kreationz:
* Update Screen only called once per frame (Fixes Flashing and Shaking)
* Updated clipping code to latest version from Irrlicht Engine
* Fix of IA4 textures (OoT’s Trees for example)
* Fixed 4bpp texture padding
# Grazz:
* Implemented S2dex and Sprite2D
* Auto uCode detector (Grazz/Kreationz)
* Implement per game SaveState support
# Howard0su:
* Memory Access Optimization
* Move Video Memory and Graphics Context initialization into system.cpp
* Avoid strdup, use static array instead
# Other Devs and People that helped greatly:
* Added VFPU math (Zack/Corn)
* Several improvements in our makefile (Maxijac)
* Allows SaveState deletion (Maxijac)
* Various improvements/updates to roms.ini (Wally, bdacanay, Yamagushi and Destroyer5150)
* Cover-Flow Gui (Yamagushi)
* Recommended Settings (Yamagushi)
* Several custom blend-modes (Wally, Salvy, Kreationz, Corn, bdacanay, Darth_Sidious and NintendoBoy13)
* Added ability to delete ROMs to GUI (psppwner300, Corn)